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Simplify WebGL renderer integration: remove dead extension code, untangle GameView naming (#4240)
## Summary The WebGL renderer was adapted from an external extension and carried a lot of machinery this integration never uses (replay playback, its own input/event system, a GL radial menu). This PR is two mechanical cleanup passes with **no behavior change**: delete the dead code, then untangle the `GameView` naming collision. **78 files, +142 / −2,197.** ### Pass 1 — remove dead extension baggage - **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`; the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed), `applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and `GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes `types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`, `types/Game.ts` (imported only by the types barrel). - **FrameEvents**: trimmed from 14 fields to the 3 actually populated and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11 fed the extension's stats system and were never written or read here. - **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API methods on facade + renderer had zero callers — the game uses the DOM/d3 radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and drawn every frame for nothing. - **Facade event system**: `GameViewEventMap` defined 10 event types (`click`, `hover`, `scroll`, …) but only `contextrestored` was ever emitted — input actually flows through `InputHandler` → EventBus → controllers. Replaced the listener map with a single `onContextRestored` callback and deleted `Events.ts`. Also fixed the stale header comment claiming the facade handles user interaction. - **Unused API surface**: removed ~20 facade/renderer methods with zero callers (camera passthroughs like `panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`, `onFrame`/`afterRender`/fps tracking). Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks for a possible future camera unification) and the `timeFn` plumbing inside the FX passes (deeply embedded as defaults; only the dead renderer-level wrappers were removed). ### Pass 2 — untangle the three GameViews - `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`). Every importer was already aliasing it as `WebGLGameView` to dodge the collision with the simulation-mirror `GameView` in `client/view/`, so this removes aliasing rather than adding churn. `render/CLAUDE.md` updated. - Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO asked for this). All 51 importers now import from `src/client/view/` directly via a new 3-line barrel `view/index.ts`. ## Test plan - `tsc --noEmit` clean, `eslint` clean - Full test suite passes (1,385 + 65 server tests) - Manual verification via headless Chromium: started a singleplayer game and confirmed the renderer works end-to-end — terrain draws, spawn-phase overlay shows, territories fill with borders after spawning, player names/flags render, no renderer console errors 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,4 +1,5 @@
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import { z } from "zod";
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import { PlayerView } from "../../client/view";
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import { AssetManifest } from "../AssetUrls";
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import {
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Difficulty,
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@@ -16,7 +17,6 @@ import {
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UnitType,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { PlayerView } from "../game/GameView";
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import { UserSettings } from "../game/UserSettings";
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import { GameConfig, TeamCountConfig } from "../Schemas";
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import { NukeType } from "../StatsSchemas";
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@@ -1,7 +1,7 @@
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import { GameView } from "../../client/view";
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import { NukeMagnitude } from "../configuration/Config";
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import { Game, Player, Structures } from "../game/Game";
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import { euclDistFN, GameMap, TileRef } from "../game/GameMap";
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import { GameView } from "../game/GameView";
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export interface NukeBlastParams {
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gm: GameMap;
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@@ -1,4 +1,5 @@
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import { renderNumber } from "../../client/Utils";
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import { UnitView } from "../../client/view";
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import { Config } from "../configuration/Config";
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import { SharedWaterCache } from "../execution/nation/SharedWaterCache";
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import { AbstractGraph } from "../pathfinding/algorithms/AbstractGraph";
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@@ -40,7 +41,6 @@ import {
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} from "./Game";
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import { GameMap, TileRef } from "./GameMap";
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import { GameUpdate, GameUpdateType } from "./GameUpdates";
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import { UnitView } from "./GameView";
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import { MotionPlanRecord, packMotionPlans } from "./MotionPlans";
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import { PlayerImpl } from "./PlayerImpl";
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import { RailNetwork } from "./RailNetwork";
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@@ -1,12 +0,0 @@
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// Back-compat re-export shim.
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// The view classes physically live in src/client/view/ — this re-export keeps
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// the older `import { GameView } from "src/core/game/GameView"` path working.
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//
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// TODO: remove this shim once all 50+ importers have been updated to point at
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// src/client/view/ directly, and the 6 core files that reference PlayerView /
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// UnitView / GameView as union types (Player | PlayerView etc.) are refactored
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// to use Player / Unit / Game interfaces instead.
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export { GameView } from "../../client/view/GameView";
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export { PlayerView } from "../../client/view/PlayerView";
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export { UnitView } from "../../client/view/UnitView";
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@@ -1,6 +1,6 @@
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import { UnitView } from "../../client/view";
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import { PlayerID, Unit, UnitType } from "./Game";
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import { GameMap, TileRef } from "./GameMap";
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import { UnitView } from "./GameView";
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export type UnitPredicate = (value: {
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unit: Unit | UnitView;
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